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Posted

A list of command to use in L2walker scripting (with new commands also).

 

This comes from gamehaqs, from SonicFlare.

 

 

 

SET (L2WALKER' date=' ENABLE|DISABLE) // stops outside the start hanging the function

 

Explained: Outside the establishment stops hanging outside the function or the start hangs the function

 

Example: SET (L2WALKER, ENABLE) outside // start hangs the function

 

Outside SET (L2WALKER, DISABLE) // stops hanging the function

 

 

 

USESKILL (name [ ID=x '], SELF|PLAYER|PARTY|NPC|PET, TargetName)

 

Explained: Use skill

 

SELF // own

 

PLAYER // plays the family

 

PARTY // troop members

 

NPC // did not explain

 

PET // pet

 

TargetName// goal name

 

Example: USESKILL (the attack strengthens [ ID=104 ], SELF)

 

USESKILL (ultimate cures the technique [ ID=XXX ], PLAYER, only suitablly roams about)

 

 

 

 

 

Establishment instruction:

 

SET ([ FIGHTSTART|FIGHTSTOP ])

 

Explained: The establishment commencing of action or stops fighting

 

:SET (FIGHTSTART) // starts to fight

 

SET (FIGHTSTOP) // stops fighting

 

 

 

SET (RANGETYPE, RAND)

 

Explained: Establishes stochastically looks strangely

 

 

 

SET (RANGETYPE, STARTPOS, radii)

 

Explained: The establishment starts to fight looks strangely for the central point

 

Example: SET (RANGETYPE, STARTPOS,1,500) // starts to fight is the central point, the radius 1,500

 

 

 

SET (RANGETYPE, DEFPOS, x, y, z, radii)

 

Explained: The establishment looks strangely from the definition central point

 

Example: SET (RANGETYPE, DEFPOS,43950,51153, -3022,2000;) / Take 43950,51153, -3022 as the central point, the radius 2,000

 

 

 

SET (RANGETYPE, DEFRANGE)

 

Explained: The establishment looks strangely from the definition scope

 

 

 

SET (RANGETYPE, DEFPATH)

 

Explained: The establishment looks strangely from the definition way

 

 

 

SET (DEFRANGE, CLEAR)

 

Explained: The elimination eliminates from the definition scope

 

 

 

SET (DEFRANGE, ADD, x, y, z)

 

Explained: Increase from definition scope spot

 

Example: SET (DEFRANGE, ADD,43950,51153, -3022;)

 

 

 

SET (DEFPATH, CLEAR)

 

Explained: Elimination from definition way

 

 

 

SET (DEFPATH, ADD, x, y, z, radii)

 

Explained: Increase from definition way spot

 

Example: SET (DEFPATH, ADD,43950,51153, -3022,1000;) / Take 43950,51153, -3022 as from definition way spot, radius 1,000

 

 

 

SET (MON, ATTACK|NOATTACK|ATTACK ONE, Name [ ID=n ]; Name1 [ ID=n ]; |*)

 

Explained: The establishment attack monster or does not attack the monster

 

ATTACK// is the attack

 

NOATTACK// is does not attack

 

ATTACKONE// is the attack completes the order form

 

SET (ITEM, PICK|NOPICK|SAVE, Name [ ID=n ]; Name1 [ ID=n ]; |*)

 

Explained: Establishes the stage prop to pick takes; Does not pick takes; Preservation

 

PICK// is picks takes

 

NOPICK// is does not pick takes

 

SAVE// is the preservation

 

 

 

Movement instruction:

 

MOVETO (x, y, z)

 

Explained: Moves to x, y, z

 

 

 

NPCSEL (name [ ID=x ])

 

Explained: Chooses NPC

 

 

 

NPCDLG (name [ ID=x ])

 

Explained: With NPC dialogue

 

 

 

DLGSEL (name)

 

Explained: Dialogue choice

 

 

 

GOHOME ()

 

Explained: Died the city

 

 

 

SAY (writing)

 

Explained: Generally speaks

 

 

 

MSG (writing)

 

Explained: Outside hangs the prompt blind, the others

 

 

 

UseItem (name [ ID=x ])

 

Explained: Uses the stage prop

 

 

 

BUYSEED (name [ ID=x ], quantity)

 

Explained: Purchase seed

 

Example: BUYSEED (air conditioning tan oak cypress seed [ ID=5046 ],2,000;)

 

 

 

SELLSEED (name [ ID=x ], quantity)

 

Explained: Special product settlement

 

Example: SELLSEED (red tan oak tower [ ID=5068 ],3,000;)

 

 

 

BuyItem (name [ ID=x ], quantity)

 

Explained: Purchase goods

 

Example 1:BuyItem (returns to the reel [ ID=736 ],2)

 

Example 2:BuyItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)

 

 

 

SellItem (name [ ID=x ], quantity)

 

Example 1:SellItem (returns to the reel [ ID=736 ],2)

 

Example 2:SellItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)

 

Example 3:SellItem (*) sells in the stage prop hypothesis to suppose is "sells" the complete goods

 

 

 

SaveItem (name [ ID=x ], quantity)

 

Example 1:SavelItem (returns to the reel [ ID=736 ],2)

 

Example 2:SavelItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)

 

Example 3:SavelItem (*) preserves in the stage prop hypothesis to suppose is "saves" the complete goods

 

 

 

LoadItem (name [ ID=x ], quantity)

 

Example 1:LoadlItem (returns to the reel [ ID=736 ],2)

 

Example 2:LoadlItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)

 

 

 

ChangeWaitType (x)

 

The character stands or sits down

 

X = 0 seats

 

X = 1 station

 

 

 

Conditional order:

 

StrInDlg (dialogue writing)

 

Explained: Uses for to judge and in the NPC dialogue dialog box whether has the writing which assigns

 

Example:

 

NPCSEL (gram Pu [ ID=1007534 ])

 

NPCDLG (gram Pu [ ID=1007534 ])

 

DLGSEL (duty)

 

STRINDLG (complies to entrust)

 

{

 

DLGSEL (complies to entrust)

 

JMP (duty meets)

 

}

 

JMP (duty already received)

 

 

 

StrNotInDlg (dialogue writing)

 

Explained: Uses for to judge and in the NPC dialogue dialog box hasn't assigned whether writing

 

Example:

 

NPCSEL (gram Pu [ ID=1007534 ])

 

NPCDLG (gram Pu [ ID=1007534 ])

 

DLGSEL (duty)

 

STRNOTINDLG (complies to entrust)

 

{

 

MSG (already received duty)

 

JMP (has met duty)

 

}

 

DLGSEL (complies to entrust)

 

CharStatus ([ CHP|CMP|HP|MP|WEIGHT|LV|SP|RACE|STAND ], [ >=|>|==|! =|<|<= ], num)

 

Explained: The character condition judgement, HP.MP.WEIGHT is a percentage

 

CHP, CMP manner current actual value

 

WEIGHT is carries a heavy load the percentage

 

LV manner rank

 

RACE manner race (human =0, demon =1, dark demon =2, half beastly person =3, dwarf =4)

 

 

 

PosInRange (x, y, z, range)

 

Explained: Examines the character current coordinates whether in take x, y, z as central point range is in the radius center of a circle

 

PosOutRange (x, y, z, range)

 

Explained: Examines the character current coordinates whether in take x, y, z as central point range is outside the radius center of a circle

 

Example: Joins in the script opening

 

PosOutRange (100,100,100,500)

 

{

 

MSG (please stand nearby xxx starts)

 

EXIT ()

 

}

 

ItemCount (name [ ID=x ], [ >=|>|==|! =|<|<= ], count)

 

Explained: Assigns the name or the ID stage prop quantity compared with the character body on whether does satisfy the condition

 

 

 

Flow control instruction:

 

CALL (LABEL name)

 

Explained: Transfers the LABEL marking the label address execution, carries out returns, must have to have the RETURN instruction

 

Example:

 

CALL (next step)

 

The transfer completes can continue the execution next step

 

...

 

EXIT ()

 

LABEL (next step)

 

...

 

RETURN

 

JMP (LABEL name)

 

Explained: Jumps changes to the LABEL marking the label address execution

 

 

 

RETURN ()

 

Explained: When CALL transfer must use this to return

 

 

 

EXIT ()

 

Explained: Conclusion script movement

 

 

 

DELAY (x)

 

Explained: Retards x millisecond

 

 

 

PAUSE ()

 

Explained: The suspension script execution, prompts the information for to play the family, lets play the family to control continues to carry out

 

 

 

LABEL (sign signs)

 

Explained: The definition sign signature, uses for JMP or CALL

 

 

 

 

Original Post here

 

  • 2 years later...
  • 2 weeks later...
Posted

3131313

Which are this spam?

OMG!

Don't make more spam!

To the author, good job!

 

@the guy who answer the version, This is the syntax of the walker, is for ALL versions.

Posted

Gary -1 karma for digging old topic.Adal and ciger 1st and LAST warning

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